Bugs and Issues Compilation:
Cluster Bomb (possible bug) -
occasionally when I fire a cluster bomb arrow the icon will switch directly back to Cluster Bomb and not to Detonate, even though the Cluster Bomb arrow is still in mid-flight. When this happens I cannot detonate the arrow and have to let it land instead of air bursting it. I’ve encountered this bug several times, but I don’t know how to reproduce it reliably. Seems to occur kinda randomly (and infrequently) to me.
I have seen this Cluster Bomb bug as well in medium sized WvW fights, sometimes in Keep assaults. It seems when you are casting very fast it will not update to Detonate for the skill, and instead you have to let the current one finish. I have tried replicating it in order to do multiple non-Detonating Cluster Bombs (multiple shots in-air) but it is hard to replicate.
Infiltrator’s arrow is really Buggy.On flat surfaces, it can reach the full 900 range.On slopes and everything else it gives maybe 600.Also Especially on Slopes and bumpy areas.Sometimes it works and sometimes it doesn’t.Even if the area you wish to shadow step to is walk-able to, to doesn’t allow you to shadow step to them.I see this frequently on areas where it is a small jump but i was to shadow step to the top of it to not interrupt my run but it just teleport me to the foot of the area.Lag may come in and i shadowstep to the area. and all of a sudden is transported back to my original point with my initiative wasted.
Its even weirder when used with Swiftness and Signet of shadows.The delay does not allow you to get the full 900 range.
Not sure if this is a bug or not but, if you attempt to use Infiltrator’s arrow through fields, you will still get damaged and get the conditions if it was let say a fire field.Tested multiple times.
Flanking strike is ridiculously broken.I feel it was better in the beta but i cant confirm that for sure.Now when it is used on flat ground next to the opponent, you may have a chance or not to actually be behind the opponent.Most of the time on flat ground you spin to the side stabbing nothing and needs you to once again close the distance that your skill created.On a slope surface, forget about being at the back at all.
(edited by Neodefination.3759)
Game Design Lead
Perfect! Thanks. We will sticky this and star hitting these. Reminder bugs take time to fix and about a week to test. I’ll look into us recently breaking heart seeker functionality again.
Jon
Issue with Shadow Shot -
the animation for Shadow Shot includes a dagger swing when reaching the target. this swing animation seems to halt movement and briefly (1/4 second maybe?) root the Thief in place. this sort of works directly against the purpose of a skill that seems to be intended as a gap closer. getting rooted (however briefly) after closing a gap gives the enemy an opportunity to open up the gap again.
I’m not sure if this is a bug or intended behavior but it is a bit awkward to be sure. The other gap closers on Thief skills either incorporate an immobilize (Infiltrator Strike) to the opponent, or they don’t have a follow-up swing animation (like Steal or Shadowstep).
The T1 crit talent Practiced Tolerance might not be working correctly. It says 5% of precision is converted into vitality, but the added 90 precision from Signet of Agility is not factored into this equation. It’s only like ~40 hp, but on a class as squishy as ours, every little bit matters.
Stealth bug: After entering stealth, channels continue to track you (I personally feel they should either continue to fire at the point of stealth, or the channel is broken)
Stealthing seems to also allow pets/clones/phantasms etc. to continue to lock on to you and hit you for about 2 seconds after initial stealth – this is absolutely hugely unfair as it gives our position away and deals unnecessary amounts of damage from unfair sources.
Please look into this asap!
stealth issues :
Channeling attacks still hit you after you stealth.
Bouncing attacks still attacking you even when you’re stealthed.
100% cri trait not being 100 %.
Minions/pets/illusions not caring about line of sight after you stealth ( aka: target doesn’t break for them)
Delay after stealthing, making you still hittable by attacks ( instead of going after you, like every attack with no target should do).
Auto-attacking not being stopped when you steal ang go into stealth with the trait hidden thief.
Those things ( aside the trait thing) are kittening the thief ridicolously, and also the mesmer to a certain degree.
Disabling shot doesn’t always evade. Maybe it has to have with server lag, but there are times where I will shoot, the animation occurs but my character wont actually move making the attack actually hit me.
http://www.youtube.com/user/checkyourcornerstv
CheckYourCorner@gmail.com
everything Mrbig said above for me also,
Channelling spells carry on hitting you in stealth. Worse things to fight for me are dredge. Even though i’m in stealth and have been for around 2 seconds – the spell that they haven’t even cast yet will still home onto me and hit me even though i am now behind the target still in stealth, it gets really really anoying, ha!
Worse thing for me though is the stealing stealth trait point. I’ve been using it all the way to lvl 70. If I don’t stealth against normal mobs its mostly fine just anoying as it breaks my rotation, but against veterans, champions, and pvp its usually make or break as i tend to use it for survival and a few more seconds for my heal to arrive back round, coupled with a nice backstab. (Note that the bug tends to be autoattacking after i cast steal so it breaks stealth straight away, not that i’m immune to stealth or any other condition).
I’ve also had problems with Disabling Shot, my thief won’t jump back even on flat surfaces sometimes (animation showing though). Flanking strike is buggy as well, the damage is calculated despite clearly having evaded an attack. I tested this on Ettins and Modniirs (especially those with sword power attacks), since their long preparation allows me plenty of time to evade before they swing their weapon down. I dodge, the weapon hits the empty ground – and I take the damage. I mostly end up behind the enemy, or at its side, so that part works pretty well, though there are times when I just end up somewhere else.
Steal will often go on cooldown without actually stealing anything when used on a hill. I assume this is related to the numerous shadowstep bugs that have already been mentioned.
Also this isn’t specifically a thief bug, but only really noticeable on thief because of our lack of cooldowns: If I accidentally double tap a skill it queues it up twice. There’s no way to un-queue it, and it doesn’t let me do anything else until the skill has been performed twice.
(edited by bwillb.2165)
Shadowstep is totally screwed up. I have wasted initiative and cooldowns I can’t even tell you how many times because shadowstep simply fails at the edge of a cliff or something.
Not sure if intended, but last time I tried:
- If I used Detonate above a combo field instead of letting Cluster Shot land, the blast combo finisher didn’t trigger.
Also, incredibly annoying bug:
- If a thief comes out of stealth while channeling Dagger Storm, the spinning animation of it doesn’t appear on my screen, and they just run around while random daggers spawn out of them. This makes it very difficult to tell what’s going on if you aren’t targeting the thief and creates big confusion in team fights.
Mobs in PvE don’t respond correctly to stealth.
What I mean is, if you draw a mob’s attack (say, a Devourer’s repeating tail whipping), stealth before it hits you, and walk around the Devourer to backstab, the devourer will keep turning and keep whipping you with its tails even though it’s not supposed to be seeing you.
Shadowsteps are unreliable to use when using it on a hill or to cross a gap in the ground. Sometimes it works, sometimes it just poofs you as close to the intended target area, and sometimes you just don’t move at all.
What I’ve noticed is that the smaller the gap in the ground is, the higher the chances of the shadowstep past it to work. It should always be 100%. no matter the distance of the gap as long as the skill has sufficient range.
The Greater Trait: Hard to Catch make you teleport inside geometry in multiple areas in SPVP.
Battle for Khylo and the Ship map is where it happen the most.
Heartseeker last night I confirmed with others was missing many attacks. It seems the final attack is somehow smaller than the autoattack radius. So when you use Heartseeker and land right at the target, it misses, but you can autoattack from the same spot and get hits in. I did this with Shadow Refuge on the target, while in stealth, so there was no movement on either side after the leap. It’s usually only the very first attack, but it misses at least half the time.
Same issues here as well with the infiltrators arrow and the shadow stepping as posted above.
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW
While on towers, poison shot from short bow explodes on tower ledge instead of area targeted. You pretty much have to stand on the ledge yet cluster arrow works fine.
Scorpion Wire: Randomly obstructed even in open field combat. Sometimes it hits and will knock my opponent down, but won’t drag them to me. Sometimes it only drags them a little bit. Unreliable as hell regardless of terrain.
Why are projectiles in this game so slow anyway?
Cluster Bomb: As stated before, ridiculously halfkitten ability in its reliability. Sometimes you can cast 3 in a row and reliably detonate them, sometimes it misfires and nothing happens, sometimes I don’t even get Detonate to pop up after I use Cluster Bomb.
I also seem to get wicked ability latency (500ms-1000ms) between pressing the button and actually firing the shot. There’s definitely a noticeable invisible ‘charging’ time between you pressing the button and firing the shot. This really just sucks.
Infiltrator’s Arrow, Shadow Step, etc.: Half the time they don’t work at all and you just stand there as if you didn’t even use the ability, and you’re out tons of initiative. This happens in a variety of circumstances, most commonly uneven terrain.
Steal: Doesn’t shadow step me to my target half the time as per other abilities mentioned above. If the shadow step fails, you also don’t Steal any abilities. Can’t tell you how many times I’ve been facerolled by classes because Steal decided to troll me at the worst possible moment. Our class mechanic should not be this unreliable.
Dancing Dagger: Same as every other projectile. Randomly obstructed, flat out misses, etc.
I definitely echo the feelings about Cluster Bomb and Flanking Strikes. The latter especially needs some reliability.
We also need more consistency in terms of what terrain can and can’t be traversed by things like Shadowstep, Infilitrator’s Arrow, Infilitrator’s Strike, and stealing. It’s just clumsy feeling at the moment.
(edited by Sharpclaw.7510)
I agree with posts above, want to mention one more. I do not know if it is me, or enemy always had stability, but in WvW Trip Wire didn’t work once.
Today I tried using Infiltrator’s Arrow past a puny Sons of Svanir barricade. Nothing happened. I could have jumped over if I wanted to, but shadowstepping didn’t work at all.
If i am grouped with friends in spvp and we are on opposing teams and i stealth, they can still see me. Not a biggie, just really annoying and should be changed. I understand there is a way round it, leave group, but i like the party chat.
Also, cloak and dagger is hard to land. I dont know if it is a bug but there has been times where i am next to a moving target, i use c+d and nothing happens. Either a short ranged teleport (like rangers GS hilt bash) or greater distance on the hit would be nice. It seems to be only in hectic movement situations it becomes almost impossible to land
(edited by zeoli.3250)
Shadow Shot appears to randomly miss on stationary enemies like Heartseeker does.
Copying the post I made regarding CnD before I noticed this threaed.
“I’m wondering if any others have experienced this glitch. I’ll use the CnD ability go into stealth and then try to move and my character won’t move. I will try to use my forward or strafe keys and other times I’ll try to move using the mouse movement and I’ll just stand there until stealth wears off. I would put it down as lag except it only occurs when I use the CnD ability. Also it doesn’t happen every time but enough to be quite noticeable.”
If you go into stealth and dodge roll through somebody and queue up backstab as a thief, backstab will just hit straight forward. But if you wait for a little bit, backstab will turn around and attack towards the target.
I want backstab to hit my target after a dodge.
Stealthing after using the Throw Gunk ability from stealing will reveal you from stealth even when you don’t attack. I’m assuming the game thinks that the additional hits from the enemy standing in the gunk count as attacks and will reveal you.
Using Scorpion Wire combined with Panic Strike (Power Trait XI) on enemies under 50% health will ignore the pull and simply immobilize foes.
Stealthing does a horrible job at un-targeting and covering your location. many channeling spells don’t break, non-aoe attacks will still sometimes track and hit you, there are times where i see circles on the ground or arrow above where their head should be that don’t disappear when an enemy stealths which actually allows me to click and re-target them.
Like others have mentioned, there have been times when disabling shot doesn’t make me jump backwards. Instead my character just jumps straight up.
Cluster Bomb’s tooltip says it should stack 3 bleeds, yet it only stacks one. Surprised this wasn’t mentioned with all the attention the skill is getting here.
Cloack and Dagger is hard to land, also the animation is so slooooowmotion.
Not sure how to quote so:
[QUOTE]metaphorm.6904
Issue with Shadow Shot -
the animation for Shadow Shot includes a dagger swing when reaching the target. this swing animation seems to halt movement and briefly (1/4 second maybe?) root the Thief in place. this sort of works directly against the purpose of a skill that seems to be intended as a gap closer. getting rooted (however briefly) after closing a gap gives the enemy an opportunity to open up the gap again.
I’m not sure if this is a bug or intended behavior but it is a bit awkward to be sure. The other gap closers on Thief skills either incorporate an immobilize (Infiltrator Strike) to the opponent, or they don’t have a follow-up swing animation (like Steal or Shadowstep).
September 15, 2012 15:29
[/QUOTE]
I second this, a gap closer which roots you in place afterwards is pointless, 4 ini to then watch the target run away again....
I made a thread about this issue a few days back:
https://forum-en.gw2archive.eu/forum/professions/thief/Suggestion-Remove-Shadow-Shot-root/first#post73572
Copying the post I made regarding CnD before I noticed this threaed.
“I’m wondering if any others have experienced this glitch. I’ll use the CnD ability go into stealth and then try to move and my character won’t move. I will try to use my forward or strafe keys and other times I’ll try to move using the mouse movement and I’ll just stand there until stealth wears off. I would put it down as lag except it only occurs when I use the CnD ability. Also it doesn’t happen every time but enough to be quite noticeable.”
Happens to me also ^^
Hidden thief stealth is broken by auto attack. Have a bug report:
https://forum-en.gw2archive.eu/forum/support/bugs/Hidden-Thief-Trait-auto-attack-Weapon-Skills-with-stealth-modifiers/first#post20083
Clones, Pets, Minions need to have their stealth behavior re-evaluated … sometimes they don’t disengage on stealth, sometimes they are too quick to react to destealth, and ive been attacked by them by stealth.
(edited by SirHypnotoad.6549)
Not sure if this is a bug or not.
But using haste, you see the icon for “regenerate no endurance”.
When I attack or revive or most of the time anything, the icon removes but my endurance refuses to regen for another 10-15 seconds.
I’m not sure what causes it, but it happens rather frequently.
Cluster Bomb’s tooltip says it should stack 3 bleeds, yet it only stacks one. Surprised this wasn’t mentioned with all the attention the skill is getting here.
the tooltip could use clarification but i believe the bleed stacking component of this ability is not bugged. a mid-air detonated cluster bomb does indeed stack 3 bleeds. it only stacks a single bleed if the arrow hits the ground without detonating.
Terrain Issues with Scorpion Wire:
the pull behavior of this skill is sort of unpredictable. it seems to always correctly trigger a short knockdown (if it connects, unblocked, unevaded) but whether or not the enemies will be pulled to your position is very unpredictable. even on flat pieces of terrain the pull doesn’t always occur. chances of success are even lower with differences in elevation.
Bountiful Theft trait lasting 35 seconds when the tooltip says 15 seconds. The range to give to allies seems too small (feels like 300 range, but that’s a guesstimate from some dungeon runs last night). I’m not sure if it’s a bug or intended to be that small of a range.
While running sigil of intelligence in PvP, being stealthed and swapping to daggers and activating Assassin’s Signet to backstab, the sigil of intelligence buff disappears and you don’t get the automatic crit.
Note: This ONLY happens if you are in range to attack by activating the signet, if you walk away, activate it and then go back and press backstab, the signet works.
Heartseeker animation sometimes plays out twice when you only activate it once (only does one hit too).
If you activate Cloak and Dagger and use Infiltrator’s Signet during the cast time, you will teleport to the target and become stealthed, but your character won’t get the whole translucent thing so you can’t tell that it worked except for the stealth buff you get.
(Might be just my computer)
Same thing applies to Shadowstep, but not to steal.
Noticed no one caught this yet and I haven’t even been playing theif for very long.
Disabling Shot (Shortbow slot 3) Can be fired directly bakwards.
Pull any enemy, turn and run (generally works best with some distance so you can watch without worrying about death or dmg). Use Disabling shot.
Toon will evade backwards (towards the enemy) and an arrow will fly through your back and strike the foe.
“Gw2, It’s still on the Table!” – Anet
Blinding powder doesn’t always seem to stealth me, or, it doesn’t stop my attacks when I get stealthed so if I’m autoattacking, it instantly breaks stealth before I can do my sneak shot attack (what I’m stealthing for). I think it’s not cancelling attacks. I use shadow refuge and I always go into stealth and it stops attacks so that I can sneak attack.
One I noticed a lot before I decided to stop playing thief
-When using steal near an enemy that might of been summoned from a beacon and or is on odd terrain you’ll somehow warp inside of the beacon or terrain and get stuck. Happens in a couple places, most notably the tutorial bosses and the flame legion beacons in 1-5 area in plains of ashford.
-the one trap they have, the poison immobilize one, sometimes will not immobilize.
-heart seekers evasion is unreliable, even if your blurred you still apparently get hit, same with death blossom.
-some enemies will keep attacking even when you stealth.
One of my peeves is you stay in combat mode(reduced movespeed) when you stealth. Which sort of sours the point of being stealthed at all. It means you have aggro which you shouldn’t.
Black power gives you a smoke field right? why do enemies still hit me when inside the ring then? Shouldn’t they be blinded until the skill ends. I could stack blind all day but apparently only the first hit counts even though the field stays out for longer.
If you have a stealth field out, cloak and dagger will make you immune to stealthing when using it
-“Auto-attacking not being stopped when you steal ang go into stealth with the trait hidden thief.”
-“Channeling attacks still hit you after you stealth.”
What skyd.9678 said. While using pistol/pistol, using steal to go to my target with the stealth trait seems to hardly ever work for me. If I swap it around to dagger/dagger it’ll work fine.
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Also the auto-target option should not work for targets in stealth.
I lost count of how many random Heartseekers and Eviscerates i ate after i stealth ,cuz the guy felt that it’s his lucky day.
My Ringtones on Zedge >>>C l i c k <<<
Blinding powder doesn’t always seem to stealth me, or, it doesn’t stop my attacks when I get stealthed so if I’m autoattacking, it instantly breaks stealth before I can do my sneak shot attack (what I’m stealthing for). I think it’s not cancelling attacks. I use shadow refuge and I always go into stealth and it stops attacks so that I can sneak attack.
This just today in maybe a hour of play my deception didnt work even once. I got unstealth every time when using a pistol. Same goes for steal stealth. Obviously bugs that need to be fixed because they make a thief broken.
Mobs in PvE don’t respond correctly to stealth.
What I mean is, if you draw a mob’s attack (say, a Devourer’s repeating tail whipping), stealth before it hits you, and walk around the Devourer to backstab, the devourer will keep turning and keep whipping you with its tails even though it’s not supposed to be seeing you.
Yeah, I noticed this too. I think it’s something to do with the condition (poison) they put on you, as I noticed it doesn’t seem to do it if you stealth before it’s poisoned you, and other types of mob don’t do it as much as Devourers do.